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Abundant Tactics(Ex): The fighter adds his highest weapon training bonus to the number of times per day that he can use any combat feats he possesses that allow a limited number of daily uses, such as the Stunning Fist feat. This option functions even when the fighter is not wielding a weapon from a chosen weapon group.

Attack Focus(Ex): When the fighter wields a weapon from a chosen weapon group, he adds half his weapon training bonus to the save DC of all abilities and effects tied to his weapon attacks (minimum +1). This includes (but isn’t limited to) any special weapon abilities the weapon possesses, the effects of any special material that the weapon is made of, any poisons applied to the weapon, and any other unique properties that the weapon possesses.

Baleful Glare(Ex): A fighter can glare at one creature within 30 feet as a swift action. That creature takes a –2 penalty to its Psychology DC against psychological maneuvers made by the fighter and a –2 penalty on attack rolls, except against attacks made against the fighter (for more information about Psychology DC and psychological maneuvers, see Ultimate charisma). A fighter can maintain his glare against only one opponent at a time; it remains in effect until the fighter glares at a new target, the opponent dies or moves farther than 30 feet from the fighter, or the fighter falls unconscious or dies. The baleful glare relies on the target’s perception of his glare and it can be avoided in the same ways a gaze attack can. The fighter cannot use this ability while blinded. Glaring at a creature requires the fighter’s focus, so if he uses a gaze attack or a similar ability, he must target the subject of his baleful glare or voluntarily end the glare. The penalties from multiple fighters’ glares don’t stack, nor do they stack with penalties from witches’ evil eye hexes or mesmerists’ bold stare abilities. This is a mind-affecting effect. This option functions even while the fighter is not wielding a weapon from a chosen weapon group.

Battle Trance(Ex): The fighter can enter a state of deadly calm that focuses his body and mind, honing his weapon skill with deadly precision. By spending 1 stamina point from his stamina pool as a free action, the fighter can increase his weapon training bonus for 1 round. Each round he can maintain his battle trance as a free action by spending 1 point of stamina. This trance increases the fighter’s weapon training bonus on attack rolls and damage rolls with each of his chosen weapons by +1, as well as the bonuses he gains from advanced weapon options that add his weapon training bonus to ability checks, attack rolls, initiative checks, saving throws, skill checks, damage rolls, AC, or CMD. This increase does not alter the effects of advanced weapon training options that derive non-numeric benefits from the fighter’s weapon training bonus (such as the abundant tactics option). A fighter cannot use any Intelligence-based skills or any abilities that require patience or concentration while in a battle trance. The fighter can end his battle trance as a free action and is fatigued after the trance ends for a number of rounds equal to 2 times the number of rounds spent in the battle trance. A fighter cannot enter a new battle trance while fatigued, exhausted, or while raging (including the rage spell). Otherwise, he can enter multiple battle trances during a single encounter or combat. If a fighter falls unconscious, his battle trance ends.

Boundless Stamina(Ex): Whenever the fighter uses a combat trick while wielding a weapon from a chosen weapon group, he resolves the trick’s effects as if he had spent 1 more stamina point activating the combat trick then he actually spent. If the combat trick has a static stamina point cost (such as the Weapon Focus combat trick), this effectively reduces the trick’s stamina point cost by 1 (minimum 1). If the combat trick allows the fighter to spend a varying amount of stamina points (such as the Arcane Strike combat trick), he is treated as if he had spent 1 more stamina point than he actually spent activating the combat trick. This option cannot allow you to exceed a combat trick’s maximum number of combat points spent.

Combat Assist(Ex): When the fighter uses a weapon from a chosen weapon group to aid an ally’s attack against an opponent and succeeds, the ally applies the aid another bonus to a number of attacks made against that opponent equal to the fighter’s weapon training bonus. This effect lasts until the end of the ally’s next turn. In addition, the fighter adds his weapon training bonus to the aid another bonus that he grants his ally on attack rolls with a successful aid another attempt. This doesn’t stack with increases to his aid another bonus from other class features or abilities.

Combat Maneuver Defense(Ex): When the fighter wields a weapon from a chosen weapon group, he adds his weapon training bonus to his CMD against all combat maneuvers attempted against him, instead of just against disarm and sunder combat maneuvers.

Crushing Maneuvers(Ex): Whenever the fighter performs a bull rush or overrun combat maneuver while wielding a weapon from a chosen weapon group, he deals bludgeoning damage to his opponent equal to his Strength bonus (minimum 1).

Dazzling Intimidation(Ex): When the fighter wields a weapon from a chosen weapon group, he adds his weapon training bonus to Intimidate checks, and he can attempt an Intimidate check to demoralize an opponent as a move action instead of a standard action. If the fighter has the Dazzling Display feat, he can use that feat as a standard action instead of a full-round action.

Deadshot(Ex): Whenever the fighter attacks with a ranged weapon from a chosen weapon group as a readied action or while sniping, he adds his fighter level to his damage roll. This bonus only applies on the first attack that the fighter makes each round as a readied action or while sniping, even if the fighter has an ability that allows him to make multiple readied actions during a round or make multiple attacks as a readied action or while sniping.

Deadly Weapon Training(Ex): Whenever the fighter spends 1 or more points of stamina to use his weapon training combat trick as part of an attack made with a weapon from a chosen weapon group for which he has the Weapon Focus feat, he doubles his weapon training bonus on damage rolls. This option doesn’t stack with other advanced weapon training options that double the fighter’s weapon training bonus on damage rolls (such as trained grace).

Defensive Weapon Training(Ex): When the fighter wields a weapon from a chosen weapon group, he gains a +1 shield bonus to his Armor Class. He also adds half of the weapon’s enhancement bonus (if any) to this shield bonus. If his weapon’s weapon training bonus on attack rolls and damage rolls is +4 or higher, the shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.

Distracting Glare(Ex): The fighter’s baleful glare ability also imparts a –2 penalty on concentration checks to the target of his glare. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. The fighter must have the baleful glare advanced weapon training option to select this option.

Effortless Dual Wielding(Ex): The fighter treats all one-handed melee weapons that belong to one of more of his chosen weapon groups as though they were light weapons when determining his penalties on attack rolls for fighting with two weapons.

Expanded Weapon Training(Ex): The fighter chooses one additional weapon group with the weapon training class feature. He does not gain proficiency with any exotic weapons that belong to fighter weapon groups that he chooses with this advanced weapon training, but he can use weapons from the newly chosen group with his advanced weapon training abilities. The fighter can take this option once at 9th level, and again at 13th level and 17th level. The first time he takes it, he treats his fighter level as 4 levels lower for the purpose of determining the bonus on attack rolls and damage rolls that he gains from the weapon training class feature on attack rolls and damage rolls made with weapons from his newly chosen weapon group. The second time he takes it, he treats his fighter level as 8 levels lower for the purpose of determining this bonus. The third time he takes it, he treats his fighter level as 12 levels lower for the purpose of determining this bonus.

Fighter's Feint(Ex): When the fighter wields a weapon from a chosen weapon group, he can feint as a move action or in place of his first attack during a full attack.

Fighter's Finesse(Ex): The fighter gains the benefits of the Weapon Finesse feat with all melee weapons that belong to one or more of his chosen weapon groups (even if they cannot normally be used with Weapon Finesse). The fighter must have the Weapon Finesse feat to select this option.

Fighter's Tactics(Ex): All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus. This option functions even when the fighter is not wielding a weapon from a chosen weapon group.

Focused Weapon(Ex): The fighter selects one weapon from a chosen weapon group for which he has the Weapon Focus feat. The fighter can deal damage with this weapon based on the damage of the warpriest’s sacred weapon class feature, treating his fighter level as his warpriest level. The fighter must have Weapon Focus with the selected weapon in order to choose this option.

Free Fighting Style(Ex): The fighter can freely mix two style feats that he knows into a more flexible style. The fighter can have an additional style feat stance active simultaneously with his first style feat stance. He can enter all of his allowed stances as a move action or one stance as a swift action. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. The fighter must have at least two style feats to select this option.

Free Fighting Style Mastery(Ex): The fighter can have the stances of up to three additional style feats active at the same time, for a total of four style feats. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. The fighter must be at least 15th level and have the free fighting style and greater free fighting style weapon training options to select this option.

Freehanded Training(Ex): When the fighter wields a light or one-handed melee weapon from a chosen weapon group, he adds his fighter level to the damage dealt. To use this ability, a fighter cannot attack with a natural weapon or a weapon in his off hand, or use a shield other than a buckler. He can use this ability even with thrown light or one-handed melee weapons, so long as the target is within 30 feet. Any creature that is immune to sneak attacks is immune to the additional damage granted by freehanded training, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage from freehanded training. This additional damage is precision damage and isn’t multiplied on a critical hit.

Greater Free Fighting Style(Ex): The fighter can have the stances of up to two additional style feats active at the same time, for a total of three style feats. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. The fighter must be at least 11th level and have the free fighting style advanced weapon training option to select this option.

Improved Fighter's Feint(Ex): Whenever the fighter successfully feints while wielding a weapon from a chosen weapon group, his opponent is denied its Dexterity bonus to AC against all attacks that the fighter makes using weapons from his chosen weapon group until his next turn. The fighter must be at least 13th level and have the fighter’s feint advanced weapon training to select this option.

Half Haft(Ex): Whenever the fighter wields a two-handed melee weapon from a chosen weapon group that has reach, he can shorten the grip on his weapon as a move action. While doing so, the fighter takes a –2 penalty on attack rolls with the weapon, but the weapon loses its reach and can be used to attack adjacent opponents. Returning the weapon to its proper grip is a move action.

Know Thy Enemy(Ex): The fighter can take a standard action to study one specific target that he can see. As part of this action, he attempts a Knowledge check to identify the target’s abilities and weaknesses. If successful, the fighter gains a +2 competence bonus on attack rolls and weapon damage rolls made against that specific target in addition to gaining an appropriate amount of information about that target’s abilities and weaknesses. This bonus lasts for the duration of the encounter, or until the fighter attempts a new Knowledge check to use this ability against a different target. This option functions even while the fighter is not wielding a weapon from a chosen weapon group.

Mounted Weapon Training(Ex): Whenever the fighter is mounted, his mount gains a bonus on attack rolls and damage rolls with any natural attacks it possesses equal to his unmodified weapon training bonus. This also applies on combat maneuver checks made to overrun or trample opponents. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. A fighter must be at least 13th level to select this option.

Parry(Ex): When an opponent makes a melee attack against the fighter while he is wielding a weapon from a chosen weapon group, he can spend 2 stamina points and expend a use of an attack of opportunity to attempt to parry that attack. The fighter makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the fighter, the fighter takes a –2 penalty on this roll. If the fighter’s result is greater than the attacking creature’s result, the opponent’s attack automatically misses. The fighter must declare the use of this ability after the opponent’s attack is announced, but before its attack roll is made. If the fighter has at least 1 stamina point remaining upon performing a successful parry, he can further harry his opponent by exploiting the flaws that he exposed in his opponent’s defenses. Exposing these flaws is an immediate action, and upon doing so the fighter gains a +2 circumstance bonus on all opposed skill checks that the fighter makes against the opponent and a +2 circumstance bonus on the next attack roll that he makes against the opponent. This effect lasts until the end of the fighter’s next turn.

Ranged Maneuvers(Ex): The fighter chooses one of the following combat maneuver with which to gain additional training: dirty trick, disarm, reposition, steal, sunder, or trip. When making a full-attack or an attack of opportunity that belongs to a chosen weapon group, the fighter can perform the chosen combat maneuver in place of a ranged attack. These combat maneuvers provoke attacks of opportunity as normal unless the fighter has an ability that prevents him from provoking an attack of opportunity, such as the Improved maneuver feat associated with that combat maneuver. The fighter can only make combat maneuvers in place of ranged attacks against opponents that are within 30 feet. The fighter can only use this ability in conjunction with ranged weapon attacks and thrown weapon attacks unless he has the Throw Anything feat. If he has Throw Anything, he can use this ability in conjunction with any weapon he throws.

Swift Lore(Ex): The fighter can use his know thy enemy ability as a swift or standard action. This option functions even while the fighter is not wielding a weapon from a chosen weapon group. The fighter must be at least 13th level and have the know thy enemy advanced weapon training option to select this option.

Tactics Training(Ex): Each day, the fighter selects a number of teamwork feats he possesses equal to hid highest weapon training bonus. When the fighter wields a weapon from a chosen weapon group, the fighter can spend 1 stamina point to grant one selected teamwork feat to all allies within 30 feet who can see and hear him for 1 minute. Allies do not need to meet the prerequisites of the selected feat. The fighter can use this ability a number of times per day equal to his highest weapon training, and he may reselect which teamwork feats he can grant with this option by taking 10 minutes to review their use and application. This ability acts as the cavalier’s tactician ability for the purpose of satisfying prerequisites and prestige class requirements that require tactician, and is modified by any feat, spell, or effect that specifically works with the cavalier class feature. For example, the Practiced Tactician feat grants a fighter 1 additional use of the tactics training advanced weapon training option. The fighter must have at least one teamwork feat to select this option.

Titanic Weapon Wielder(Ex): The fighter can wield a two-handed weapon from his chosen weapon group in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him, and it is treated as one-handed for all effects, such as when determining the effect of Power Attack, his Strength bonus to damage rolls made with the weapon, and the like. In addition, he can use two-handed melee weapons from his chosen weapon group that are meant for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an oversized two-handed weapon.

Trained Grace(Ex): When the fighter uses Weapon Finesse to make a melee attack with a weapon, using his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. The fighter must have Weapon Finesse in order to choose this option.

Trained Initiative(Ex): When the fighter wields a weapon from a chosen weapon group or is able to draw such a weapon (even if he is not currently wielding it), the fighter adds his weapon training bonus to initiative checks. In addition, if he has the Quick Draw feat and has a weapon from a chosen weapon group that isn’t hidden, he can draw that weapon as a free action as part of making an initiative check.

Trained Maneuvers(Ex): The fighter chooses one combat maneuver with which to gain additional training. The fighter adds double his highest weapon training bonus on all combat maneuver checks that he makes with the chosen combat maneuver, not just those attempted when he uses a weapon from a chosen weapon group. This option functions even when the fighter is not wielding a weapon from a chosen weapon group. The fighter can take this advanced training up to four times. The second time he takes it, he chooses a second combat maneuver and treats his fighter level as 4 lower for the purpose of determining the bonus on combat maneuver checks that he gains when making combat maneuver checks with the chosen combat maneuver. The third time he takes it, he treats his fighter level as 8 levels lower for the purpose of determining this bonus. The third time he takes it, he treats his fighter level as 12 levels lower for the purpose of determining this bonus.

Trained Throw(Ex): When the fighter wields a weapon from the thrown fighter weapon group and applies his Dexterity modifier on attack rolls and his Strength modifier on damage rolls, he doubles his weapon training bonus on damage rolls. If the fighter has the Throw Anything feat, he may use this option in conjunction with any weapon he throws that belongs to any of his chosen weapon groups. The fighter must have either chosen the thrown weapon group with the weapon training class feature or have the Throw Anything feat to select this option.

Unstoppable(Ex): Once per round, while the fighter is moving, he can make one attack as a free action against an unattended object in the way of his path, such as a door or table. If his attack deals enough damage to destroy the object, he can continue to move. If he doesn’t destroy the object, his move ends. This attack is made as part of his move action and doesn’t count against his attacks this round. If his attack inadvertently targets a creature (such as a mimic), it automatically misses and his move ends (although he can still attack the creature as normal at the end of his movement).

Versatile Training(Ex): The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with one of his chosen weapon groups. This option functions even when the fighter is not wielding a weapon from a chosen weapon group. When using versatile training, the fighter substitutes his total base attack bonus for his ranks in these skills, but adds the skill’s usual ability score modifier and any other bonuses or penalties that would modify those skills. Once the skills have been selected, they cannot be changed and the fighter can immediately retrain all of his skill ranks in the selected skills at no additional cost in money or time. In addition, the fighter adds all skills chosen with this option to his list of class skills. A fighter can choose this option up to two times. The Bluff and Intimidate skills are associated with all fighter weapon groups. The various fighter weapon groups also have the following associated skills: axes (Climb, Survival), bows (Knowledge [engineering], Perception), close (Sense Motive, Stealth), crossbows (Perception, Stealth), double (Acrobatics, Sense Motive), firearms (Perception, Sleight of Hand), flails (Acrobatics, Sleight of Hand), hammers (Diplomacy, Ride), heavy blades (Diplomacy, Ride), light blades (Diplomacy, Sleight of Hand), monk (Acrobatics, Escape Artist), natural (Climb, Fly, Swim), polearms (Diplomacy, Sense Motive), siege engines (Disable Device, Profession [driver]), spears (Handle Animal, Ride), and thrown (Acrobatics, Perception).

Undaunted Psychology(Ex): The fighter applies his bonus from the bravery class feature to his Psychology DC. While he is wielding a weapon from a chosen weapon group, the fighter also adds his highest weapon training bonus to his Psychology DC.

Warrior Spirit(Ex): The fighter is able to draw out a magic weapon’s true potential in combat. Each day, the fighter gains a number of points of spiritual energy equal to 1 + his highest weapon training bonus. When the fighter wields a weapon from a chosen weapon group with an enhancement bonus of +1 or higher, he can spend 1 point of spiritual energy as a swift action to grant the weapon an enhancement bonus equal to his highest weapon training bonus. Enhancement bonuses gained from this option stack with those of the weapon, to a maximum bonus of +5, and last for 1 minute. Alternatively, the fighter can imbue such a weapon with any one weapon special ability of his choice with an equivalent enhancement bonus that is less than or equal to his highest weapon training bonus. A weapon must have at least a +1 enhancement bonus before the fighter can imbue it with a weapon special ability using this option.

Weapon Mastery: The fighter gains a weapon mastery feat as a bonus feat. He must meet all of the feat’s prerequisites. This option functions even when the fighter is not wielding a weapon from a chosen weapon group. Weapon Mastery Feats

Weapon Sacrifice(Ex): When damage would cause the fighter or an adjacent ally to be knocked unconscious or killed, as a swift or immediate action the fighter can instead direct the damage to a weapon from the associated weapon group that he is wielding. The original target takes no damage, but the weapon receives only half its normal hardness. The fighter can use this option a number of times per day equal to the fighter’s weapon training bonus with the associated weapon group. He cannot use this option with natural attacks or unarmed strikes, or weapons that are incapable of taking damage.

Weapon Specialist(Ex): The fighter selects a number of combat feats that he knows equal to his weapon training bonus with the associated weapon group. The selected feats must be ones that require the fighter to choose a type of weapon (such as Weapon Focus and Weapon Specialization), and the fighter must have chosen weapons that belong to the associated fighter weapon group. The fighter is treated as having the selected feats for all the weapons in the associated weapon group that are legal choices for those feats. The fighter is also considered to have those feats with these weapons for the purpose of meeting prerequisites.

Weapon Training Maneuver(Ex): When the fighter wields a weapon from a chosen weapon group, the fighter can perform a dirty trick, disarm, drag, reposition, steal, sunder, or trip combat maneuver or attempt to antagonize, demoralize, or feint an opponent in place of a melee attack that he makes during a full attack or attack of opportunity. Combat maneuver made using this ability provoke attacks of opportunity as normal unless the fighter has an ability that allows him to make those checks without provoking. Conditions created by these combat maneuvers and psychological maneuvers do not stack to create more serious conditions, even if the fighter has another ability that would normally allow them to do so.